High-Level Language Programming Paradigms Flashcards

1
Q

Low-level Lang

A

Machine-oriented, usually one instruction to one machine code instruction, mnemonics for operations, labels for addresses.

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2
Q

Low-level Lang Use

A

For coding device drivers, embedded systems where processing capabilities and memory capacity are limited.

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3
Q

Object-oriented Lang

A

Solution for a problem can be visualised in terms of objects that interact passing messages back and forth. Classes & objects.

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4
Q

Object-oriented Lang Use

A

For producing re-usable code and use in large software projects where data and the methods acting on are kept together.

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5
Q

Declarative Lang

A

Program consists of facts and rules. States what is required but not how to do it. Statements not needed in specific order.

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6
Q

Declarative Lang Use

A

Expert systems (knowledge based systems) e.g. medical diagnosis. Also Artificial Intelligence and Pattern Recognition.

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7
Q

Procedural Lang

A

Imperative language, uses sequence, selection, iteration, procedures and functions. States what to do and how to do it.

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8
Q

Procedural Lang Use

A

Used for set tasks that need to be completed in a specific way. E.g. stock control.

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9
Q

Data encapsulation (OOL)

A

Data is hidden. Data can only be accessed using the operations defined for the class. This maintains data integrity.

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10
Q

Class (OOL)

A

A template for a set of objects that have state and behaviour.

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11
Q

Object (OOL)

A

An object is an instance of a class. It is a real-world entity and holds attributes and operations.

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12
Q

Derived Class (sub class) (OOL)

A

A class that has all the attributes and operations of its superclass and may have attributes and operations of its own.

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13
Q

Inheritance (OOL)

A

A derived class inherits all the attributes and operations from its superclass.

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14
Q

UML

A

Standard way to present the design of a system. Visual, so easy to understand. Allows analysts, programmers and clients to communicate. Makes system maintenance easier when modifying a system.

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15
Q

Class diagram (UML)

A

Describes the classes to achieve the tasks that the system must perform and the relationships between them.

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16
Q

Object diagram (UML)

A

Shows the individual attributes of a specific object from a class and the operations including parameter values / return value that are active at that specific point in time. Shows association between objects with lines.

17
Q

Use case diagram (UML)

A

Describes the tasks which the system must help to perform. Describes the requirements of a system.

18
Q

State diagram (UML)

A

In order to implement, maintain or test a class we need to understand what the dependencies are between the state of an object and its reactions to messages or other events.

19
Q

Sequence diagram (UML)

A

A type of interaction diagram. Describe record in detail how objects interact to perform a task. Shows the objects [and actors] which take part in a collaboration at the top of dashed lines

20
Q

Activity diagram (UML)

A

Activity diagrams describe how activities are co-ordinated. For example, an activity diagram could be used to show how an operation could be implemented. They are also useful for describing use cases in detail.

21
Q

Communication diagram (UML)

A

A type of interaction diagram. Also known as a collaboration diagram. Describe record in detail how objects interact to perform a task. Show the order of messages / signals passed between the linked objects.

22
Q

Backtracking (Dec. Langs)

A

Going back to a previously found successful match in order to continue a search.

23
Q

Instantiation (Dec. Langs)

A

Giving a value to a variable in a statement.

24
Q

Predicate Logic (Dec. Langs)

A

A branch of mathematics that manipulates logical statements that can be either True or False.

25
Q

Variable (Dec. Langs)

A

Is written as a sequence of letters and digits, beginning with a capital letter (or underscore). E.g. A, Male, _male

26
Q

Satisfying goals (Dec. Langs)

A

A goal is a statement we are trying to prove either True or False.